Archive for the ‘Combat’ Category

Introduction

You must have completed the Wolf Whistle quest to begin using the Summoning skill. You can begin this quest by speaking to Pikkupstix in Taverley.

For many centuries now, the druids of Taverley and some of the ogre shamans of Gu’Tanoth have been bringing various familiars from other realms to help them with a variety of their tasks. Of course, the druids being peaceful and the ogres being more ‘business-like’, they traditionally summon entirely different familiars – what would a druid want with a rune minotaur, for example? What would an ogre do with a unicorn stallion?

Having realised how useful this skill is to the adventurers of RuneScape, they have released the secret of their powers, and now you can enjoy the curious advantages that come with learning the art of Summoning.

Summoning works by ‘infusing’ the essence of a creature from a strange realm into a type of pouch. When the Summoning pouch is opened, a portal is briefly activated to pull the familiar through to the world of RuneScape, where it is bound to serve its master for a period of time before the portal closes and it is pulled back.

Summoning is a three-stage skill. That is, there are three distinct aspects to Summoning and using familiars. These stages are as follows:

  1. Infusing pouches
    Using special ingredients and the charged Summoning obelisks, you can create Summoning pouches which contain a familiar’s essence.
  2. Summoning familiars
    Opening the pouch summons the familiar to follow you about and help you as you travel across RuneScape.
  3. Using Summoning scrolls
    Pouches can be ‘transformed’ into Summoning scrolls. All familiars have a special ability that can only be used if you have the correct scrolls.
Infusing Pouches

 

To infuse any pouch, you need an empty pouch and a few ingredients. You can see what ingredients you need by reading Summoning – Pouches. By taking these to a fully-charged Summoning obelisk, you will be able to infuse the pouch so that you can summon your familiar. To find out where a suitable obelisk is, read Summoning – Locations.

Obelisk interface

When you find an obelisk, you can simply click on it to bring up the options for infusing a pouch. Depending on the ingredients you have to hand, it should look something like this:

You can remind yourself of the ingredients you need by moving your mouse over a pouch in the interface. Like many other skills, you can right-click on a pouch to bring up options for infusing many pouches at once. You can also get a written list of ingredients by right-clicking on the pouch and selecting ‘List’.

Summoning Familiars

 

To summon a familiar for which you have a pouch, simply right-click on the pouch and select ‘Summon’. You will see your familiar appear next to you. Note that you can only have one follower (either a pet or a familiar) out at any one time; there are also a very small number of areas that will not allow you to summon a familiar, usually only if you are standing very near a fully-charged obelisk.

 

When you summon a familiar, you will notice that your Summoning level begins to fall. Like Prayer, Summoning a familiar will drain your Summoning points, which can only be regained by visiting a Summoning obelisk or drinking a Summoning potion. You can see how many points you have remaining by looking at the Summoning icon next to your minimap.

To keep track of your familiar or to use its special move (by using a Summoning scroll), right-click the Summoning icon next to the minimap. This will bring up a range of options to choose from. The first option will always be to use the familiar’s special move so that you can activate them with a single click, and is followed by:

  • Follower details
  • Call follower
  • Dismiss now
  • Take BoB
  • Renew familiar

‘Dismiss now’ is identical in function to the dismiss button in the Summoning interface, but will dismiss them without supplying you with a confirmation panel.

Summoning interface

The Summoning interface can be opened by selecting ‘Follower details’ and shows you a number of useful pieces of information, all of which you should keep in mind to get the most out of your familiars.The bar at the top of the interface is the Special Move bar, which shows how much energy you have for using scrolls to make your familiar use its special move. This will recharge over time. Special moves and scrolls are explained more fully below.

Just below the special move bar is the button which activates your familiar’s special move, provided you have the correct scroll in your inventory or in a charged headdress. If you hover your mouse over this icon, you will see a display explaining what the special move does and how much of your special move bar it will use. Opposite this button is another that can be used to order the familiar to attack a specific target.

Below the image of your familiar are icons showing you your current Summoning points remaining (49/50 in this image) and how long your familiar can remain with you in minutes.

Because Summoning familiars costs you Summoning points, you will often find that you need to recharge. You can do this by heading to any Summoning obelisk, right-clicking on it and selecting ‘Renew-Points’, or by drinking a Summoning potion. Summoning potions also restore a portion of your special move bar.

At the bottom of the interface is an arrangement of buttons.

Call Familiar
Some familiars can be left to perform actions, or end up trapped on the far side of a rock or a tree. To call your familiar back to you, simply click this button and they will reappear at your side. If you are fighting in a multicombat area, this button will also make your familiar attack your enemy.
Renew Familiar
For your convenience, this button can be used to completely renew your familiar’s timer when it is running low. In order to do so, you must have another pouch of the same type in your inventory.
Take Beast of Burden items
If you have a beast of burden or a forager out, you can click this button to transfer any items they are carrying to your own inventory. If they have too many items for you to carry, they will give you as many as you can carry.
Dismiss Familiar
If you no longer need your familiar around, you can click this button to send them back to their strange realm.

The length of time a familiar will remain with you depends on the familiar you have summoned. All familiars will stay with you for a set period of time. There is an initial Summoning points cost to summon a familiar, though, so you must have enough Summoning points to support this. It’s easy to top-up your points, though: just have a look for a small obelisk.

When you have your familiar out, you’ll discover that many of them have a number of special abilities that you can use to your advantage. If you’re unsure what your familiar can do, please read Summoning – Familiars. If you’re looking for a familiar to help with a specific aspect of your training, you may prefer to have a look at Summoning – Skill Focuses. This article shows each type of familiar according to its best skill.

Talking to your familiar

‘Quardle ardle wardle doodle,’ the magpie said.

As your Summoning level increases, you’ll notice that you can understand what your familiars are saying. This is a natural ability you will learn as you become more experienced. To understand your familiars, you need a Summoning level 10 points higher than you do to summon it – for example, to understand a magpie, which requires a Summoning level of 47 to summon, you will need a Summoning level of 57.

Obviously, you can never understand a familiar with a Summoning level of 91, as you will not be able to boost your level above 100 (and only to 100 if you have the Summoning skillcape). In addition, abyssal creatures are strange, unnatural beasts, and will only speak in what seems to be gibberish.

Summoning Scrolls and Special Moves

 

All familiars have a ‘special move’ that can be activated by using a Summoning scroll. There are many different special moves, to see what your familiar does, please read Summoning – Scrolls.

 

Scroll creation interface

To make Summoning scrolls, simply go to a fully-charged obelisk with some pouches of the type of familiar you want to make scrolls for. Click on the obelisk to bring up the pouch interface, then click on the ‘Scrolls’ tab at the top of the menu. You should then see an interface something like this:

If you have a pouch in your inventory, the relevant scroll will be highlighted. To create a scroll, simply click on the image to ‘transform’ a pouch into ten scrolls. You can transform several pouches at once by right-clicking and selecting ’1′, ’5′, ’10′, ‘X’ or ‘All’.

Using special moves will use up some of your special move energy, which you can see at the top of the Summoning interface. Like special attack energy, this recharges over time. To see how much of your special move energy is used by each scroll, please see the Summoning – Scrolls article.

Note that although many special moves will activate when you click the special move button, some special moves will require you to specify a target (the Bull Rush special moves, for instance).

Familiars and Combat

 

Many familiars are capable of helping you out in combat by attacking your opponents. Their attacks range from mild irritants, through to assaults capable of delivering massive damage or seriously reducing your enemy’s statistics. Each combat familiar has a specific type of combat that they specialise in, and you will earn experience in that skill (as well as Constitution) as if you had inflicted the damage yourself. Familiars will also help with Slayer assignments and LootShare.

Of course, because your familiar is separate from you, they can only help you to fight in multicombat areas. To see the largest areas where your familiars can fight with you and use their special moves, please read the Summoning – Locations article.

To make the most of your familiars’ special moves, you might like to invest in some headgear, which can store scrolls to be used randomly when your opponents hit you.

If you find yourself facing someone else who has a familiar (in the Duel Arena, for instance), you will find it useful to know that familiars’ attacks are occasionally unlike the usual Melee, Ranged or Magic that you might expect. Most armour has a specific defence value against familiars’ special moves and some of their stranger attacks, and if your Prayer level is high enough you may be able to use the Protect from Summoning prayer to minimise the damage you will receive from their attacks.

Pets

 

Pet interface

The Summoning skill, aside from granting you the ability to call upon strange beings from another realm, also enables you to form close bonds with a number of animals native to RuneScape. These range from dogs and geckos right up to baby dragons!

Pets can be purchased from pet shops, caught using the Hunter skill, received from birds’ nests when Woodcutting, or as drops from some monsters.

If you find yourself in possession of an egg, you will need to use an incubator to make it hatch. You can find an incubator in any of the pet shops. After a short period of time you will be able to go back to the incubator to collect your new pet.

When you have your pet out and following you, you will be able to right-click the Summoning icon next to the minimap and select ‘Follower details’ to see how your pet is getting along.

Like the interface for keeping track of your familiars, there are a couple of useful bits of information available.

The ‘feeding dish’ icon shows your pet’s hunger. The higher the number, the more they need to eat. If you don’t feed your pet regularly enough, they are likely to run away, so remember to keep some snacks on you! You can find out what your pet likes to eat by reading Summoning – Pets.

The other icon, showing an adult bulldog and a bulldog puppy, shows how far your pet is towards being fully grown. Most pets go from being puppies/chicks/etc. to an adult state, but the Guthix raptor, Saradomin owl and Zamorak hawk all have an intermediate stage.

Introduction

Magic is one of the most useful and versatile skills within RuneScape. Once you have learnt to use it properly, you’ll find that it complements many other skills within the game, while also acting as an incredibly powerful tool in its own right.

There are two sides to Magic: combat and non-combat. The use of Magic in a fight may be vital in gaining the upper hand and ultimate victory. Outside of combat, Magic can be used to teleport around RuneScape quickly, used in combination with other skills, or even for making money out of items you have obtained or made yourself.

Runes

To cast spells you will need the correct runes. Each type of rune contains a different type of power and is used when casting different types of spells, as shown below:

(m) = Members Only

Rune Name Description
  Air rune One of the four elemental runes.
A building block of Magic
  Earth rune One of the four elemental runes.
A building block of Magic
  Fire rune One of the four elemental runes.
A building block of Magic
  Water rune One of the four elemental runes.
A building block of Magic
  Body rune Used in curse spells
  Mind rune Used in strike spells
  Cosmic rune Used in enchantment spells
  Chaos rune Used in bolt spells
  Nature rune Used in transmutation spells
  Death rune Used in blast spells
  Law rune Used in teleport spells
  Soul rune (m) Used in high level spells
  Blood rune (m) Used in high level spells
  Astral rune (m) Used in high level spells
  Dust rune (m) A rune which represents earth and air
  Lava rune (m) A rune which represents earth and fire
  Mud rune (m) A rune which represents water and earth
  Mist rune (m) A rune which represents water and air
  Smoke rune (m) A rune which represents air and fire
  Steam rune (m) A rune which represents fire and water

There are a number of ways in which you are able to obtain runes, as shown below:

  • Make them yourself, through the use of the Runecrafting skill.
  • Runes may be bought from other players.
  • Runes are often dropped by monsters on their death.
  • Runes can often be found within chests.
  • Runes may be bought from the rune shops in Varrock and Port Sarim.
  • Runes may be bought from the Magic Guild.
  • Runes may be bought from the Mage Arena.
  • Runes may be bought from Ali M.
  • Runes can be stolen/bought from Ape Atoll.

Combination Runes

Each combination rune counts as 1 rune for each type of element bound within it. For example, a mist rune counts as 1 water rune and 1 air rune at the same time, meaning that you could cast water strike (Level 5 Magic: 1 mind, 1 water, 1 air to cast) with 1 mist and 1 mind rune.

For more information on how to obtain combination runes, please visit the Runecrafting section of the manual.

Casting Spells

Clicking on the book on your side interface brings up the magic spellbook. This will show all of the spells available to you within the game. If the picture of a spell is darkened, it means that either you do not have a high-enough level to cast it, or you do not have the runes in your inventory to do so. If a spell is lit up, then it means your level is high-enough to cast it and you have enough runes in your inventory.

To cast any spell, just left-click on its icon and then click on your desired target. Some spells can only be cast on monsters and players, while others can only be cast on yourself or items.

To get more information on a spell, simply move your mouse cursor over its icon.

You can use the three buttons in the bottom-right corner of your magic spellbook to change the order that spells are listed. By default, this will be in level order, but you can click the ‘fireball’ icon to put all of the combat spells first or the ‘teleport’ icon to put all of the teleport spells first. You can use these ordering buttons with any of the spellbooks.
To the left of the ordering buttons, at the bottom of the spellbook interface, there are 2-4 buttons that remove spells from your spellbook view. Each button removes a different type of spell: you can click the ‘crossed swords’ icon to hide/unhide all combat spells, the ‘teleport swirl’ icon to hide/unhide all teleport spells, the ‘random blobs’ icon to hide/unhide all miscellaneous spells, and the ‘graph’ icon to hide/unhide all skill spells. Clicking on these icons again will add them back to your spellbook view.
On the bottom-left of the magic spellbook interface is an icon that looks like a shield. This shield represents ‘defensive casting’. If you click this button, you will gain Defence experience whenever you cast combat spells, at the cost of receiving a reduced amount of Magic experience. To return to casting your spells normally, simply click the button again.

When you cast combat-related spells, there is a chance of failure. This is dependent on a few factors such as your magical attack bonuses, the magical Defence bonuses of your opponent and your Magic experience. For offensive spells, if you fail to hit your opponent, you will still get the ‘base experience’, which is the experience for casting the spell. If your spell does inflict damage, you will be awarded extra Magic experience.

The spellbook interface

A description of the spell and a list of which runes are required will be shown when you move your mouse over it. Each required rune has two numbers shown below a picture of it. The first number indicates how many of that rune you have and the second number indicates how many are required in order to cast the spell.

The numbers will be in red when you do not have enough of those runes.

You will find that heavy armour, particularly metallic armour, conducts Magic. Mages will often find themselves more effective against a hand-to-hand fighter in full armour than other enemies. You will notice enemies in full metal armour will be hit harder by spells, and wearing heavy metal will negatively affect your ability to cast spells successfully.

It is recommended that mages wear light robes, which allow magical power to flow through their form freely.

Sometimes spells will fail to work. If a spell fails, you will still gain the base experience for casting the spell and you will still use the runes required to cast it, but you will see a ‘splash’ effect on your opponent showing the failure of the spell. The higher level spells are more likely to fail, but as your Magic ability improves, you will cast spells successfully more of the time.

Autocasting

There are two ways of casting combat spells. If you left-click on a spell in your spellbook and then choose a target, you are automatically choosing to ‘autocast’ it. Autocasting means that you will continue to cast that spell unless one of the following occurs: you elect to stop, you cast another spell, the opponent is defeated, you select a combat style from your combat side interface, or your rune supply runs out. While a spell is selected as an ‘autocast spell’ – it will have a light blue outline around it on your magic spellbook – you will autocast that spell when you target your next opponent.

To stop selecting your autocast spell is very simple: just left-click its icon in your spellbook. To choose a different autocast spell, simply click on another spell icon (assuming you are able to cast that spell, of course).

The second method of casting a spell is ‘single cast’. This will cause you to cast a single instance of that spell, and you will not continue to cast after this instance. To single-cast, right click on a spell icon and choose the ‘single-cast’ option.

You are only able to autocast combat spells. The default action for non-combat spells is single-cast.

Introduction

Ranged is a very flexible and useful skill to develop as part of your arsenal. It allows you to attack opponents from great distances, using a variety of projectile weapons. The bow and arrow is the most common weapon used by rangers. However, you can also train your Ranged skill using other weapons, such as throwing knives, darts and javelins.

Getting Started

 

To get started in the Ranged skill you will need a basic bow and some arrows.  

You can buy ranging equipment, such as bows and arrows, from archery stores in:

  • Catherby
  • Rimmington
  • Varrock

[image]Look for the archery shop symbol on your minimap to help you find the exact location of such stores.

To wield a bow in your inventory, simply left-click on it. Then left-click on a set of arrows in your inventory to store them in your quiver. You are now ready to attack your opponents.

Bows are the favoured weapon of rangers. They can fire normal or poisoned arrows, which can inflict additional damage on an opponent. Longbows are more powerful, but at the price of rate of fire. Shortbows have a quicker rate of fire, but they sacrifice power to achieve this.

A ranger attacks

Like all other forms of combat, you must select a monster or player that you wish to attack by left-clicking on them to begin the fight. You will now begin to fire arrows at your chosen target until you run out of arrows, are attacked by another monster or player, die or defeat the monster.

As you fire your arrows, some will miss, lodging into the ground next to the monster. After the battle, you can retrieve the arrows and use them again. Please note there is an 80% chance of keeping any projectile and that anything you fire will only remain for a couple of minutes, so be prepared to lose a few if you are training for a long time!

You cannot attack a monster or player if you do not have a direct line of sight (for example, if there is a tree or wall between you and your enemy). When enemies are attacked by ranging, they will attempt to run and attack you in hand-to-hand combat. If you decide to shoot at a monster from the other side of an obstacle, then the monster will not be able to retaliate, thus saving you from taking damage.

Be warned that some monsters have the ability to use Ranged attacks and will attack you from a distance. The most accomplished rangers will use the terrain to gain an advantage over an enemy, as they are relatively weak in hand-to-hand combat.

Attack Styles

 

Style Image
Accurate
Rapid
Long range

There are three recognised forms of Ranged attack – ‘accurate’, ‘rapid’ and ‘long range’.

All ranged weapons use these three attacking styles. Simply click on the crossed swords icon in the control panel.

You will then be able to control your attack style from the interface that is displayed.

When the Ranged attack style is set to accurate, your arrows are more likely to strike your opponent and cause damage . Using the rapid attack style increases the rate at which you release the arrows – your character fires more often. The long range attack style allows the player to attack an opponent from a greater distance than the other two attack styles.

Inflicting Damage

 Accuracy: Your accuracy when ranging determines how often you inflict damage on your opponent. It will increase as you achieve a higher Ranged level. Your accuracy will also depend on all the items you have wielded, i.e. weapons and armour and the Ranged bonuses they provide. This is the equivalent to a melee fighter’s Attack skill.

Please note: Your Attack, Strength and Defence skills have no effect on your Ranged success.

The better the bow or ranged weapon you wield, the higher your Ranged attack bonus will be.

Leather and dragonhide armour will provide you with various defence bonuses (stab, slash, crush, magic and range), as well as a Ranged attack bonus.

Ranged Strength: Arrows and other ammunition do not provide any form of attack bonus or defence bonus, but the stronger the ammunition you use, the more damage you will inflict on your enemies. This is just like the way Strength bonuses work on melee weapons.

Melee Combat

 

Combat styles and options

Melee combat is divided into three main areas: Attack, Strength and Defence. Attack will determine your accuracy when fighting and will increase your consistency when hitting opponents. Strength will determine how hard you hit your opponent. Finally, Defence relates to how resilient you are to attacks and how often your opponent will hit you. The higher your Defence, the more likely the opponent is to miss. 

To train the three skills requires you to fight the numerous and various monsters in RuneScape. 

Wielding a weapon will display the training styles available and what combat skills you can train with that weapon. 

This screen shows the weapon you are wielding and the combat options for that weapon. To find out more about each style, move your mouse over the icon. 

Training Attack

To train Attack, you will need to select ‘Accurate’ attack styles from the combat menu (to find out which style is which, scroll your mouse over the icons). 

Having a higher Attack level not only means you will hit the opponent more often, but it will also enable you able to train with stronger/better weapons. 

To read more about Attack and weapon types, see the Combat – Weapon Types page. 

To see what you can wield with your Attack level, see the low, medium or high level melee equipment pages. 

Training Strength

Strength ultimately determines the amount of damage you can deal to an opponent. With a strong weapon and a high Strength level, you will find yourself able to deal a significant amount of damage to a monster or player! 

To train Strength, you would use the ‘Aggressive’ options from the combat sub-menu (to find out which style is which, scroll your mouse over the icons). These will purely train your Strength, making you able to gain Strength levels quicker. 

To find out what you can wield with your Strength level, see the Melee subcategories. 

Training Defence

Defence refers to the chance you have of being hit. A higher Defence level makes you a tougher warrior, giving you the ability to last longer against any foe. 

To train Defence, you should select the ‘Defensive’ option from the combat side interface (to find out which style is which, scroll your mouse over the icons). You can also train your Defence by selecting defensive casting from the bottom-left of your magic spellbook. 

A large part of Defence is armour. Having more resilient armour, combined with a good Defence level, will minimise the chances of being hit. As with Attack, there is a variety of choices depending on your Defence level. 

To read more about Defence and armour types, see the Defence – Armour Types page. 

To see a tabled listing what you can wield with your Defence level, see the low, medium or high level melee equipment pages. 

Training Controlled

Training controlled will boost all of the skills (Attack, Strength, Defence and Constitution) equally, this means that the experience you gain is divided up among the skills. Although this may seem slower to some players, it means that you are increasing all four skills at one time. 

To train controlled, just select the option in the combat screen for the weapon you are using (to find out which style is which, scroll your mouse over the icons). 

Getting Experience

The amount of experience you get from hitting an opponent is based upon a number of things. 

Defeating dastardly demons!

The experience you receive will vary, depending on the combat level of the monster you are fighting. You are in control of what experience you receive as you can choose your fighting style, therefore controlling how your experience is distributed. 

When training, it may be worth considering your opponents’ (player or monster) weaknesses. Certain armours are weak to different styles of attack. The main Attack styles include stab, slash and crush attacks. 

For example if your opponent is wearing a light robe material, a slashing weapon such as a scimitar should have no problem tearing through the armour. 

Similarly, investigate whether a puncturing ‘Stab’ attack could deal the most damage, or if an aggressive crush attack to smash through armour is necessary. 

Click here to view the Melee FAQ

Introduction

Below is a list of armour available and a short description of each. 

Melee Armour

 

Armour   Notes
Medium Helmets 
(Bronze, iron, steel, black, white (m), mithril, adamant, rune, dragon (m))
  Medium helmets offer some light protection from most combat forms, but also do little to inhibit using any combat style. This makes them a good choice for players who favour melee, but want the opportunity to use Magic and Ranged.
Full Helmets 
(Bronze, iron, steel, black, white (m), mithril, adamant, rune, dragon (m))
  Full helmets encase the whole of the wearer’s head and protects them from many dangers. As with almost all metal armour, though, Magic is a particular danger. Unlike the medium helmet, a full helmet imposes larger negative modifiers to Magic and Ranged attacks.
Chainmail 
(Bronze, iron, steel, black, white (m), mithril, adamant, rune, dragon (m))
  Chainmail is made up of small rings linked together. It is particularly useful for deflecting slashing weapons and absorbing the impact of crush attacks. Chainmail is weak against stabbing weapons as small pointy blades can pierce the rings. Chainmail is quite flexible and so does not cause any disadvantages while using Ranged weapons. Mages will tend to find the armour gets slightly in the way of some of the finer spell casting techniques.
Plate Armour 
(Bronze, iron, steel, black, white (m), mithril, adamant, rune, dragon (m))
  Plate armour is much heavier and stronger than chain. Rangers and mages find it incredibly difficult to use plate armour in conjunction with firing arrows or casting spells.Plate armour is weakest against crushing damage, as it cannot absorb the impact as well as it can absorb slashing or stabbing attacks.
Barrows Armour (m) 
(Dharok, Guthan, Torag, Verac)
  Barrows armour is said to be both ancient and powerful, and is obtained from the Barrows. If you are lucky enough to receive all the items from one of the brothers’ armour sets (including the weapon), you’ll be rewarded with a set effect. For more information on the set effects, please refer to the Barrows Reward page. Verac’s armour also confers a hefty Prayer bonus.
Square Shields 
(Bronze, iron, steel, black, white (m), mithril, adamant, rune, dragon (m))
  The square shield is an excellent option for any meleer, having bonuses only slightly less than that of a kite shield. The square shield is slightly more vulnerable to crush attacks.
Kiteshields 
(Bronze, iron, steel, black, white (m), mithril, adamant, rune)
  Kiteshields offer better Defence than a square shield, although like most heavier armour it is awkward to use in combination with Magic and Ranged. Kiteshields are marginally weaker against stabbing attacks.
Crystal Shield (m) 
 
  The crystal shield can only be used once you have completed theRoving Elves quest and have 50 Agility. The crystal shield is especially good at defending against Ranged attacks, but provides little protection from Magic. As the shield protects you from damage, it will weaken, until it eventually turns back into the crystal seed from which it was grown.
TokTz-Ket-Xil (m) 
 
  The TzHaar TokTz-Ket-Xil provides good Defence, roughly equivalent to a rune kite shield. The extra advantage it confers, though, is that it offers a +5 bonus to Strength and a sizeable Ranged Defence bonus.
Anti-dragon Shield 
 
  The anti-dragon shield does not provide much by way of armour, but it is invaluable when fighting dragons as it protects against most of their potentially devastating dragonfire. With the addition of a draconic visage it becomes the awesome dragonfire shield.
Dragonfire Shield (m) 
 
  The dragonfire shield is an outstanding piece of equipment as it provides astounding defence along with the benefits of an anti-dragon shield. In order to reach its pinnacle it must be charged by absorbing dragonfire, which you can later discharge against your foes. Click hereto read more about the dragonfire shield.
Dungeoneering shields (m) 
 
  The three reward shields of Daemonheim ‘soak’ up damage from any attack that would have hit for 200 life points or more. Each shield offers slightly different variations of this same ability, but will soak up to 14% of damage from a particular damage type. The farseer kiteshield, for example, soaks up to 7% of all received magic damage and up to 14% of all received melee damage. Ranged damage is not soaked up at all.
Yak-hide (m) 
 
  The yaks bred on Neitiznot are reknowned for their toughness and hardy disposition. Although yak-hide is not a traditional melee armour, it has a remarkable design that renders the wearer much less vulnerable to the rocks hurled by ice trolls.
Rockshell Armour (m) 
  Fremennik warriors who slay a great number of dagannoths beneath Waterbirth Island will inevitably begin wearing parts of their prey into combat. Rockshell armour offers protection comparable to rune armour.
Granite Armour (m) 
  Granite armour is a tough and resilient armour, requiring not only 50 Defence, but 50 Strength as well. Granite shows increased statistical improvements over that of rune. As granite is a very solid rock, it boasts an impressive Defence against Ranged attacks.
Third Age Armour (m) 
  Armour from the Third Age is incredibly rare and incredibly tough. As a full set, it offers the greatest protection available to a melee fighter. Note, however, that it incorporates a shield which the Barrows sets do not, and with a good shield Barrows armour can equal or exceed Third Age armour’s Defence bonuses.
Bandos’s Armour (m) 
  Bandos is a god of battle whose followers love little more than seeing their foes fall before them. The armour given to his mightiest warriors provides excellent Defence – not to mention that it makes its wearer look as intimidating as an ork on the rampage.
Statius’s and Vesta’s Armour (m) 
  In the ancient days when great heroes walked the world and shed their foes’ blood in the violence of the god wars, Statius and Vesta were two of the mightiest. Their armour feels the call of bloodshed even today. Fortunately for those who face an enemy wearing their armour, it decays rapidly.
Ranged Armour

 

Armour   Notes
Leather 
(Leather, hardened, studded)
  Leather tends to be very weak armour, but can be improved by studding the leather or hardening it. Leather is more resistant to crush attacks and weaker against stab attacks, but its flexibility makes it ideal for use by rangers. Unlike most melee armour, leather armour confers a slight Defence bonus against Magic attacks.
Frog-leather (m)    The Dorgeshuun goblins have long been separated from the other races of RuneScape, and their supplies of traditional leather are obviously nonexistent. By way of replacement, they have mastered the art of toughening giant frogs’ skin for use as a decent armour. It is far superior to ordinary leather, but slightly less durable than snakeskin.
Snakeskin (m) 
  Snakeskin is a popular form of Ranged armour for those who want as close to a full set of one type of armour as possible. It is better than any form of ordinary leather but pales in comparison to dragonhide.
Spined Armour (m) 
  Parts of monsters can be harvested from the dagannoth beasts on Waterbirth Island and these can then be crafted into spined armour. This is a good medium-level armour as it offers decent protection from crush attacks.
Dragonhide Armour 
(Green, blue (m), red (m), black (m))
  The same applies to dragonhide armour, although it is much stronger. The magic of dragons makes it very useful when defending against spells and magical effects. Unfortunately, this tends to interfere with the wearer’s ability to use Magic.
Karil’s Armour (m) 
  Karil’s armour, both ancient and powerful, can be obtained from playing the Barrows. If you are lucky enough to receive Karil’s armour and weapon, you will be rewarded with a set effect. For more information on the set effects, please refer to the Barrows Reward page.
Third Age Armour (m) 
  Third Age armour offers defence comparable to black dragonhide, but with the added advantage of an excellent coif. The combined Ranged attack bonus should not be sniffed at! Of course, Third Age armour is anything but common, and many rangers settle for black dragonhide.
Armadyl’s Armour (m) 
  Armadyl’s soldiers live to uphold order and go to battle against the forces of chaos and anarchy. As a proponent of the strike from afar, it is unsurprising that Armadyl’s armour is designed for rangers – and as such, it is probably the most desirable equipment for those who have mastered the art of shooting a coin from two hundred paces.
Morrigan’s Armour (m) 
  Morrigan was a terrifying ranger to witness on the battlefield, choosing to hurl javelins and axes into the enemy with extraordinary passion and dark shadows at her heels. Her armour survives to this day, although decays rapidly.
Mage Armour

 

Armour   Notes
Mage Robes 
  Mage robes offer no extra Defence against Ranged or melee combat, but do give an advantage for spellcasting and defending against Magic.
Splitbark Armour (m) 
  Splitbark armour offers Defence against both Magic and melee combat, and also gives a spell-casting bonus. However, it gives no bonuses to Defence against Ranged combat and has minor penalties to the use of Ranged attacks. You can find the components of this armour by playing the Shades of Mort’ton.
Mystic Robes (m) 
  Mystic robes, like mage robes, offer no extra Defence against Ranged or melee combat. However, they give a bigger advantage to casting and defending against Magic.
Infinity Robes (m) 
  Infinity robes give advanced stat boosts to Magic, making the overall bonuses better than mystic robes. To obtain these robes, you will have to participate in the Mage Training Arena, or trade with players who wish to sell theirs.
Skeletal Armour (m) 
  Like splitbark armour, skeletal armour offers excellent melee Defence while suitably augmenting the wearer’s Magic. This is, of course, at the cost of Defence against Ranged attacks. Body parts to make skeletal armour can be found by defeating the dagannoths on Waterbirth Island.
Ahrim’s Robes (m) 
  Ahrim’s robes are a very powerful thing to have as a mage. This is obtained by playing the Barrows. If you are lucky enough to receive Ahrim’s robes and weapon, you will be rewarded with a set effect. For more information on the set effects, please refer to the Barrows Reward page.
Elemental Armour (m) 
(Elemental, mind, body)
  Elemental armour offers extra protection from Magic attacks for those going up against enemies known to use it. Elemental shields are also close to essential for fighting skeletal wyverns.
Third Age Robes (m) 
  Third Age mage armour has very high Magic attack and defence bonuses, as you would expect armours from this era to have. It doesn’t offer protection from melee or Ranged attacks, but the powerful Third Age mages were more interested in wearing the best Magic-enhancing clothing they could find, as their own Ranged and melee allies kept the enemy at bay.
Zuriel’s Robes (m) 
  A mage of exceptional power, Zuriel once mastered the Ancient Magicks to a degree unmatched since. Much of his power remains in his robes, but this power and the exceptional age means that it decays rapidly.
Introduction

Below, a number of weapon types in RuneScape are detailed, please note the ‘Speed’ bar. 

The more the speed bar is coloured in, the faster the weapon/weapon type is. 

(m) = Members only 

Melee Weapons

 

Weapon Speed
Daggers 
(Bronze, iron, steel, black, white (m), mithril, adamant, rune, dragon (m), bone (m))
 
The dagger is one of the faster weapons in RuneScape. Generally, the dagger’s best attack style is stabbing, although it also is suitable as a slashing weapon. 

On members’ servers, you will notice that daggers are more useful, as they can be poisoned. With the combination of poison reducing your opponents life points, and your fast attacks, they stand a slimmer chance. If the opponent is a player, it may be a good ‘starting weapon’, enabling you to quickly poison your opponent and then change to a more powerful weapon.

Swords 
(Bronze, iron, steel, black, white (m), mithril, adamant, rune)
 
The shortsword is a fast stabbing weapon, which deals significantly more damage than a dagger. A shortsword can also be used as a slashing weapon. It is generally a good all-round weapon and is not too expensive.
Longswords 
(Bronze, iron, steel, black, white (m), mithril, adamant, rune, dragon (m), Vesta’s (m))
 
The warrior’s friend. The longsword is excellent when stabbing or slashing opponents. It can deal a good amount of damage, and is faster than the two-handed sword, battleaxe or warhammer. Like the mace, the longsword also has a ‘controlled’ fighting option.
Scimitars 
(Bronze, iron, steel, black, white (m), mithril, adamant, rune, dragon (m))
 
The scimitar is mainly a slashing weapon, although it does have a less effective stab attack. It’s not as flexible as the shortsword, but it deals slightly more damage. Slashing weapons are good against cloth and leather armour.
Maces 
(Bronze, iron, steel, black, white (m), mithril, adamant, rune, Void Knight (m), dragon (m), the Ancient Mace (m))
 
Maces are primarily crushing weapons. Faster and more flexible than the warhammer, RuneScape maces have little pointy studs to stab with. Crushing is particularly useful against plated opponents. Maces are also the preferred weapon of priests as they carry a Prayer bonus. 

The mace also has a ‘controlled’ fighting option which allows you to spread your experience points between the four combat stats.

Hatchets 
(Bronze, iron, steel, black, mithril, adamant, rune, dragon (m))
 
The humble hatchet is a simpler weapon, primarily meant for Woodcutting. It will serve as a sturdy weapon if nothing else is at hand, though.
Battleaxes 
(Bronze, iron, steel, black, white (m), mithril, adamant, rune, dragon (m))
 
The battleaxe is another weapon that is faster than the two-handed sword, but does a little less damage. In the PVP combat areas it’s very useful, as it can do a significant amount of damage in slashing and crushing modes, which will get through any player’s armour.
Warhammers 
(Bronze, iron, steel, black, white (m), mithril, adamant, rune, Statius’s (m))
 
The warhammer consists of a large metal ‘head’ on the end of a pole. It’s not the subtlest of weapons, but is great for smashing your opponents. Again, it’s slightly faster than the two-handed sword, and, can be used in conjunction with a shield. The warhammer is perfect for fights against plated warriors. Statius’s warhammer not only has the advantage of fantastic attack bonuses, it is also slightly faster than a normal warhammer.
Two-Handed Swords 
(Bronze, iron, steel, black, white (m), mithril, adamant, rune, dragon (m))
 
The mighty two-handed sword packs an incredible punch, but at the price of being the slowest of all weapons and removing the option to carry a shield. The damage it deals is considerably higher than any other weapon made of the same material. Although it cannot be used to stab, very few pieces of armour can stand up to its power.
Spears (m) 
(Bronze, iron, steel, black, mithril, adamant, rune, dragon)
 
Zamorak Spear (m)   
Vesta’s spear (m)   
The spear is the most flexible of all the weapons in RuneScape, although because of this it sacrifices speed and power. 

It is the only weapon that can effectively stab, crush or slash, and can also be used to poison your opponent. The spear also features the ‘controlled’ fighting option. It should be noted that spears (other than the Zamorak spear) are the only weapon that can have karambwan poison applied to them. For more information, try theTai Bwo Wannai Trio quest.

Claws (m) 
(Bronze, iron, steel, black, white, mithril, adamant, rune, dragon)
 
A player with claws can attack as fast as a player with a dagger. Claws have a better slashing attack than a dagger, although they cannot be poisoned.
Halberd (m) 
(Bronze, iron, steel, black, white, mithril, adamant, rune, dragon)
 
The halberd doesn’t hit quite as hard as the two-handed sword, is very slow, and cannot be used with a shield. However, it makes up for all of this by having a long reach, allowing the player to attack opponents over short distances and even over small obstacles. Unlike the two-handed sword, it has a reasonable stab attack, along with a substantial slash attack.
Pickaxes 
(Bronze, iron, steel, mithril, adamant, rune, dragon)
 
Any weapon is better than no weapon, and although a pickaxe is mainly used in Mining, it will serve as a weapon if nothing else can be found.
Granite Maul (m) 
 
 
Giving a large bonus to crush attacks, the damage a granite maul can inflict can be devastating on player and monster alike. These bonuses and the overall strength aspect of the granite maul come at the price of a very slow attack speed.
TokTz-Xil-Ak (m) 
(Split sword)
 
TzHaar-Ket-Em (m) 
(Mace)
 
TzHaar-Ket-Om (m) 
(Maul)
 
TokTz-Xil-Ek (m) 
(Knife)
 
Weapons from the TzHaar city are available to the humans who trade or fight in their arenas. Because they are designed by the stone men beneath Karamja volcano, they come with a much higher Strength bonus than most normal weapons of their kind.
Abyssal Whip (m) 
 
 
The abyssal whip comes with a ‘flick’ attack style and a very fast rate of attack, ideal for training Attack and Defence at a good rate. The whip cannot be used to train Strength, unless the ‘controlled’ attack style is selected.
Dharok’s Great Axe (m) 
 
 
Torag’s Hammers (m) 
 
 
Guthan’s Warspear (m) 
 
 
Verac’s Flail (m) 
 
If you are lucky to receive a melee weapon as a reward from the Barrows, you have a powerful weapon indeed. Not only does the weapon offer exceptional combat bonuses, but if you complete a set (full armour set and weapon), you can unleash a deadly ‘set effect’. For more information, see the Barrows rewards page.
The Godsword (m) 
 
The godsword is possibly the most powerful weapon in existence, and the last almighty battle of the god wars that created the Wilderness was fought over it. It has a decent attack rate and a hefty Strength bonus, but it can also unleash four different special attacks: entirely appropriate for a weapon that is rumoured to be capable of killing a god!
Saradomin sword (m) 
 
One of the truly ancient weapons of RuneScape, the Saradomin sword was once held only by the most powerful of Saradomin’s warriors. With the opening of the God Wars Dungeon, though, it once more sees the light of day. It is a powerful two-handed weapon that strikes like lightning, and its special attack literally does so!
Mage Weapons

 

Weapon Speed
Staves 
(Staff, Magic staff, white Magic staff (m), elemental staves)
 
Where a staff’s name is preceded by the name of a rune, the wielder will never need that rune to cast spells. For example, a staff of fire or a fire battlestaff replaces the need for fire runes if they are equipped.
Battlestaves (m) 
(Lava, mud, steam and elemental battlestaves)
 
Battlestaves have increased stats, and provide a better form of weaponry as the stats are similar to adamantite longswords.
Mystic Battlestaves (m) 
(Lava, mud, steam and elemental mystic battlestaves)
 
Mystic battlestaves have increased melee stats, and provide a better form of weaponry than other types of staff (the stats are similar to rune swords).
God Staves (m) 
(Guthix, Saradomin, Zamorak)
 
The god staves are gained at the Mage Arena. They can be used to cast the corresponding god spell (Claws of Guthix, Saradomin Strike or Flames of Zamorak).
Slayer Staff (m) 
 
The Slayer staff is a useful piece of equipment for people who want to use their Magic to train Slayer. You can cast Slayer dart with this staff.
Iban’s Staff (m) 
 
You will gain Iban’s Staff during the Underground Pass quest. You can cast Iban blast with this staff.
TokTz-Mej-Tal (m) 
 
This TzHaar staff will serve as a good combat weapon, while also being able to cast spells, not to mention that it also provides a good Prayer bonus.
Ahrim’s Staff (m) 
 
Ahrim’s staff can be obtained as a random reward from the Barrows. With a full set of Ahrim’s equipment, you stand a chance of reducing your opponent’s Strength with your attacks.
The Ancient Staff (m) 
 
Zuriel’s Staff (m) 
 
You must complete Desert Treasure to gain access to the Ancient Staff. The Ancient Staff is a relic of ages long past, and can be used to cast the devastating Ancient Magicks. Zuriel’s staff can be won by fighting powerful enemies in the Forinthry Dungeon, and allows Ancient Magick users access to the miasmic spells.
Ranged Weapons

 

Weapon Speed
Longbows 
(Wood, oak, willow, maple, yew (m), magic (m))
 
Bows are the favoured weapon of rangers. They can fire normal or poisoned arrows, which can inflict additional damage on an opponent. Longbows are more powerful and have greater range, but at the price of speed.
Shortbows 
(Wood, oak, willow, maple, yew (m), magic (m))
 
Shortbows are a handy weapon to have due to their compact size and excellent rate of fire, but they sacrifice power to achieve this.
Composite Bows (m) 
(Willow, yew (m), magic (m))
 
Composite bows fall somewhere between long and shortbows, gaining some of the speed of the shortbow, but losing some of a longbow’s power. They cannot be fletched, but can be won from Treasure Trails.
Ogre Bow (m) 
 
Composite Ogre Bow (m) 
 
Ogre bows are powerful, but extremely slow – entirely suited to the ogres. You will learn how to make an ogre bow during Big Chompy Bird Hunting. 

Composite ogre bows are even more powerful, as you can use brutal ogre arrows – which have nails instead of bone for arrowheads! You can learn to make an ogre composite bow during Zogre Flesh Eaters.

Seercull (m) 
 
The Seercull is a random drop from the Dagannoth Kings found on Waterbirth Island. With its special attackyou will find that your opponent’s Magic level is decreased by the amount of damage inflicted.
Dark Bow (m) 
 
Although an incredibly slow weapon to fire, the dark bow fires two arrows at once, and is the only bow that can fire dragon arrows. It also has two special attacks, depending on your choice of ammunition.
Crystal Bow (m) 
 
The crystal bow is a reward from the Roving Elves quest. Although no ammunition is required, you’ll need 70 Ranged and 50 Agility in order to wield it. The crystal bow is an amazing form of Ranged attack.
Crossbows 
(Normal, Phoenix, bronze (m), blurite (m), iron (m), steel (m), mithril (m), adamant (m), rune (m))
 
Crossbows use bolts as their ammunition, fire at a good rate of speed, and can be used with a shield for extra Defence. Crossbows from bronze and above can use gem-tipped enchanted bolts that can trigger magical effects.
Hunters’ Crossbow (m) 
 
The hunters’ crossbow is a curious design that uses the natural flexibility of animal remains to give it an exceptional rate of fire. It can only fire kebbit bolts, which you can make quite readily from some kebbit remains.
Dorgeshuun Crossbow (m) 
 
The bone crossbow used by the Dorgeshuun is a stealthy weapon ideal for taking foes by surprise. It can fire a range of bolts, as well as being the only weapon that can fire bone bolts.
Karil’s Crossbow (m) 
 
You can get Karil’s crossbow by playing the Barrows. Unlike other crossbows, Karil’s crossbow requires two hands, but it does have a much higher rate of fire to compensate. If you are using Karil’s crossbow, you will need to get special bolt racks, which can be bought from the traveller found on the docks of Port Phasmatys. If you have a complete set of Karil’s armour to wear at the same time, you have a chance of reducing your target’s Agility.
Darts (m) 
(Bronze, iron, steel, mithril, adamant, rune, dragon)
 
Darts have an excellent rate of fire. Combining a dart with poison can inflict further quick and lethal damage to an opponent. Obtaining darts is much easier than knives as you get more darts ‘per bar’ when smithing. 

Dragon darts can be found in Impetuous Impulses.

Knives (m) 
(Bronze, iron, steel, mithril, adamant, rune)
 
Knives have an excellent rate of fire. Combining a knife with poison allows you to inflict further lethal and quick damage to an opponent. While you do not get as many knives as darts when smithing, knives have a slightly increased attack range, and are stronger.
Hand cannon (m)   
The hand cannon is dropped by chaos dwarf hand cannoneers in the Chaos Dwarf Battlefield, after completion of Forgiveness of a Chaos Dwarf. The hand cannon uses hand cannon shot (also obtainable from chaos dwarf hand cannoneers on the battlefield) and is highly powerful but takes a while to reload. 

WARNING! - There is a chance that the hand cannon will be destroyed when used, which is increased if you use its special attack, ‘Aimed Shot’. The higher your Firemaking level, the lower the chance that your hand cannon will explode.

Throwing Axes (m) 
(Bronze, iron, steel, mithril, adamant, rune, Morrigan’s (m))
 
Throwing axes can be used to obtain a more powerful attack, but they come at the price of being slower than the other thrown weapons. Unlike many other thrown weapons, they cannot be poisoned.
Javelins (m) 
(Bronze, iron, steel, mithril, adamant, rune, Morrigan’s (m))
 
Javelins have a medium rate of fire and can inflict a fair amount of damage. As with many other thrown weapons, they can also be poisoned.
TokTz-Xil-Ul (m) 
(Throwing ring)
 
The TzHaar have learnt combat skills in Ranged, and they have deadly throwing rings, with a high attack bonus, making the option for a shield available.
Cannon (m) 
Depends on number of monsters in area
With completion of the Dwarf Cannon quest, you can buy a cannon that, when set up (and filled with cannonballs), will automatically fire at nearby targets and hit with incredible force.

Warning!
The Wilderness is the most dangerous and high risk area of RuneScape. If you have little or no experience of player-vs-player Wilderness, we strongly advise you to read the Wilderness Getting Started guide before venturing there.

  • The Wilderness is a player-vs-player environment, and players will attempt to attack and kill you.
  • In PvP areas of the Wilderness, you will not leave a gravestone behind when you die and you will not go to Limbo. If you are player-killed, any items you drop will be visible to the player who did the most damage to you, and you will not have a choice over items that are dropped. Only take items that you are prepared to risk!
  • Manually drop items on the floor and they will appear immediately for all players to pick up.
  • Attack another player without them attacking you recently, and you will become skulled. If you die while skulled, you will drop all of your items, unless you have activated a Protect Item prayer or curse.
  • Enter a multi-way area and more than one opponent will be able to attack you at any one time.
  • Log into a High-risk Wilderness World and you will not be able to activate your Protect Item prayer or curse while in the Wilderness.
Introduction

 

Battle is joined

RuneScape isn’t just about getting your skills up, accumulating wealth, going on grand quests or playing activities – sometimes it’s about proving yourself to be the mightiest warrior, sorcerer or ranger.

The Wilderness is where you can fight the most deadly of foes: other players. There are very few rules of engagement in the Wilderness and the battlefield you fight on is huge. Show proficiency at defeating these other players and you will be able to loot impressive items from them!

Requirements

There are no requirements if you wish to start fighting in the Wilderness. Free players and members can player-kill across the great majority of the Wilderness, with only a few isolated locations being exclusively members’ content.

Getting Started

 

A Wildy warning

To player-kill in RuneScape, you will need to make the trip north to the Wilderness. If you wish to join others, players regularly accumulate and prepare at Edgeville before making their way into player-killing areas. The Wilderness can also be accessed north of Varrock, north of Falador, from Edgeville Dungeon and west of Daemonheim. A vast wall separates the mainland from the Wilderness, and you will be warned of its dangers before you cross it. To turn off these warnings, talk to the Doomsayer in Lumbridge.

You should be aware of a couple of points before you jump straight into the fray:

  • You cannot use or equip any borrowed items in the Wilderness. Similarly, you cannot start lending anyone your items while you are in the Wilderness.
  • The effects of extreme potions are reduced to their ‘super’ equivalents while in the Wilderness.

There are a few simple rules that determine who you can or cannot attack in the Wilderness. You can attack anyone whose Combat level is within a certain range of yours. The boundaries of this range are determined by adding and subtracting the current Wilderness depth from your combat level. So, a player with a combat level of 80 in level 5 of the Wilderness would be able to attack or be attacked by players with combat levels of 75 to 85.

If you can attack a player, their combat level will be displayed in green, yellow or red, just like a monster’s combat level. If you cannot attack them at all, their combat level will be white.

You may encounter players who have a ‘+’ after their combat level and a number following that ‘+’. This is an addition to the player’s combat level based on their Summoning skill. This is to warn you that the opposing player has the potential of becoming more potent in combat by summoning a familiar. The additional levels do not take into account any summoned familiars or pouches or scrolls in that player’s inventory.

The summoning boost to a player’s combat level is not a factor in determining who you can or cannot attack in the Wilderness. To find out more about Summoning in the Wilderness, read here.

Staying Safe in the Wilderness

There are several exits that lead out of the Wilderness, and each of these could easily be used to escape combat. To discourage this behaviour – so that almost all PvP battles end with a victor – it has been made impossible to access the following areas unless you have been out of combat for ten seconds:

  • Corporeal Beast’s lair
  • Daemonheim’s west gate exit
  • The frozen fortress in the Deep Wilderness
  • Mage Arena
  • Trollheim beacon ladder

It is also important to note that Wilderness portals cannot be accessed if you have been in combat for the last 10 seconds, and you may not use them if you have been recently teleblocked.

There is a safe haven from player-vs-player combat just after the Wilderness wall. This small area gives you a breather before you enter PvP areas. You may cross the Wilderness wall if you are in combat.

It is possible to teleport away while in the Wilderness, although you should be wary of those who use the Teleblock spell. This spell will rob you of the ability to teleport away for a period of time. The Home Teleport spell can also be interrupted if you are attacked by an opponent while the teleport animation is still running.

You will not need to enter PvP areas of the Wilderness while playing quests or activities. Spirit of Summer, Summer’s End, Defender of Varrock and Curse of Arrav all have access points outside of the Wilderness that will guide you through the Wilderness without being exposed to PvP combat. Additionally, portals to Clan Wars, Stealing Creation and Fist of Guthix can all be found in the Gamers’ Grotto, to the north of Falador.

Death and Drops

 

Dying and dropping items in the Wilderness is not the same as elsewhere in RuneScape. When you die outside of the Wilderness, you leave a gravestone behind, which protects your dropped items for an amount of time before the tradeable items become visible to all players.

In the Wilderness, no gravestones are left when you die. You will respawn at your nearest ‘hub’, which will be Edgeville, and there will be NO timer to pick up your items. Dropped tradeable items are immediately visible to the player who did the most damage to you before you died, and that player can pick up and keep your items as they see fit. After one minute of being visible to this player, any remaining items then become visible to other players. You do not travel to Limbo as you would elsewhere in RuneScape.

If you drop items deliberately on the floor, they will immediately be visible to everyone else; this applies to items dropped from a familiar too. Any items put on a table in the Wilderness are immediately visible to other players

The majority of popular PvP untradeable weapons and armours will drop in an untradeable form. There are far too many of these to list, but the following list should give you a strong idea:

  • Degradeable equipment will generally be converted to a tradeable, degraded version
  • Enchanted equipment will generally be converted to a tradeable, unenchanted version
  • Recoloured equipment will generally be converted to a tradeable, non-recoloured version
  • Other popular untradeable equipment will generally be converted to coins (TzHaar fire cape, Korasi’s sword, Barrelchest anchor, etc)

 

The number of items you retain when you die is dependent on whether you are ‘skulled’. It is also affected by whether you are using a Protect Item prayer or curse. You can tell that you are ‘skulled’ if your character has a skull and crossbones icon above their head.

Death without a skull above your head means that you retain the usual three items when you die. These three items are the ones with the highest value in your inventory and worn inventory (determined by their Grand Exchange guide price). You can check which items you will keep by clicking the ‘Items Kept on Death’ button in your worn inventory and selecting ‘What if I Entered the Wilderness?’.

Death with a skull above your head means that you keep none of your items when you die. Instead, your tradeable items will drop and become immediately visible to the player who did the most damage to you (your PKer), and will become visible to all other players one minute later.

So, what makes you become skulled? You become ‘skulled’ when you initiate an attack on another player in the Wilderness and that player has not previously attacked you recently. Once skulled, you become a tempting target for other player-killers, as other players know that you will drop all of your items when you die. You will remain skulled for 20 minutes.

You can also affect the number of items you drop by activating a ‘Protect Item’ prayer or curse. The prayer requires level 25 Prayer, while the curse requires level 50 Prayer. Once activated, the prayer and curse allow you to protect one additional item when you die; so, if you are skulled, you will retain one item on death, while you will retain four items if you die while not being skulled. On High-risk Wilderness Worlds, you cannot use the Protect Item prayer or curse in the Wilderness, making them an especially dangerous place to player-kill.

High-risk Wilderness

 

For some, the danger of simple PvP in the Wilderness will not be enough: they will want to ensure that skulled death in the Wilderness will always, without fail, mean that the victim drops every item they are holding. To offer this high-risk, all-or-nothing style of gameplay in the Wilderness, we have introduced the rather simply named ‘High-risk Wilderness Worlds’. To find out which worlds are high-risk, go to the Themed Worlds page. You will be warned of the world’s danger when you attempt to log in. Once you have entered these worlds, you will be unable to activate the Protect Item prayer or curse while in the Wilderness.

Multi-way Combat

 

The danger of the Wilderness is increased many times if you are in multi-way combat. Multi-way combat is limited to certain areas and dungeons of the Wilderness, and is denoted by a crossed-swords icon on your game screen. You will find pockets of multi-way combat throughout the Wilderness, with the Revenant Dungeon being a strong example. In these multi-way areas, you can be attacked by any number of players and creatures at one time, and you may attack opponents who are already in combat with other players. This makes multi-way areas particularly demanding, as the chance of dying and dropping items is greatly increased.

Multi-way combat also allows you to use your familiar in combat situations. Read here for more information on using familiars in PvP situations.

Summoning

 

Whether taking a beast of burden into the Wilderness to act as food storage, or bringing a combat familiar to deal additional damage, a familiar can be of great benefit. Familiars can attack or be attacked in multi-way areas of the Wilderness (denoted by a crossed swords icon on your display). When outside of multi-way combat areas, your familiar cannot be right-clicked and attacked, nor can they target other players or creatures.

As described in the Getting Started section, familiars do not affect your combat level in terms of deciding whether you can attack or be attacked by a player in a certain depth of the Wilderness.

When your familiar dies or despawns while carrying items in the Wilderness, the items will be dropped. If it was killed by another player, that player will get the dropped items first, then they will become visible to all other players after that. Otherwise, dropped items from a familiar will become visible to everyone immediately , so you can’t sneakily dismiss your familiar to prevent PKers getting the loot.

Attacking someone’s familiar in the Wilderness follows the same rules as if they were a player: if you attack the familiar of someone who has not attacked you recently, then you will become skulled and will drop all of your items if killed.

FAQ

How can I find out how much I’m risking?
Your ‘Items kept on death’ interface (on your equipped inventory tab) has information about the total value of your items, as well as the amount you are risking. If you are risking enough to be eligible for a good drop, the value of your risked items will be coloured green. Click here to read more about the Items kept on death interface.

What items can I take into the Wilderness?
All items can be taken and used in the Wilderness, unless they are lent to you by another player. If they have been lent to you, you will not be able to use them in the Wilderness for player-killing or skill activities. Korasi’s sword can be taken into and used in the Wilderness.

Where can I find the revenants and PvP World items now?
The revenants, inhabitants of the Wilderness from 2007-2011, can now be found in the Forinthry Dungeon. Fight them if you dare, as they will change their methods of attack according to how you are fighting them. We have added PvP World items (statuettes and PvP weapons and armour) to their drop tables.

Introduction
There comes a time in an adventurer’s life when they must leave the nest, stretch their limbs and fend for themselves. It’s a time to abandon all quests, to wave sadly to the hellcat and make the lonesome trek north to the Wilderness, the west to Castle Wars and the TzHaar Fight Pit, or south to Al Kharid’s Duel Arena; the especially bold may choose to attempt the exceedingly dangerous High-risk Wilderness Worlds. It is at these places that other RuneScapers will be waiting expectantly with a hefty mace and a bloodthirsty smile, ready to introduce fledgling adventurers to the complex world of player-killing, or, in more friendly terms, pk-ing.
It is wise, therefore, to glance over a few tips and strategies before scampering to the distant reaches with a tinderbox, a packed lunch and the hope of making a few more friends.
Idly wandering around these places will identify fellow players as three, often overlapping, stereotypes: melee fighters, rangers and mages, all of which form the corners of the combat triangle. Each corner has a distinct advantage over one other, but is heavily disadvantaged against the other.
Melee Fighters
Advantages – For those who want to get up close and homicidal, melee is the preferred option. This involves, generally, bulkier weapons and armour than the light and flimsy range and mage options. Not only does this make you look impressive, it gives the adventurer a strong advantage over Ranged attacks. Arrows and bolts will have a hard time piercing armour, allowing the melee fighter to get close enough to do serious damage.
Disadvantages- The ‘but’ comes when encountering mages. Well-constructed melee armour does a good job of deflecting blades and bolts, but also manages to strongly conduct Magic attacks, increasing the effects and damage caused by an opportunist magician. An experienced spellcaster can also paralyse a melee combatant with a ‘holding’ spell and then attack from afar. Mages are melee fighters’ arch enemies, and so should be avoided.
Mages
Advantages – The mage may look like an easy target, wearing what could be described as a glorified flannel, but beneath their soft exterior lies a dangerous opponent. A combination of ‘holding’ spells and magic’s conductivity through armour makes the mage strongly anti-melee, often keeping a hand-to-hand combatant incapacitated and highly vulnerable.
Disadvantages – Soft-to-the-touch cloaks and robes make the mage a tempting target for passing rangers. With little ranged defence, this often makes the mage a walking pin-cushion – and ‘holding’ spells will only encourage rangers to shoot from afar.
Rangers
Advantages – With light, articulated armour for optimum ranging, the ranger is able to substitute what his or her armour lacks in physical defence with magical resistance. This makes the ranger a strong adversary for the mage, who will find a foe that is well-defended against magical attacks while also being able to attack from long distances.
Disadvantages – To keep nimble, the ranger has sacrificed a large element of his or her armour’s melee defence. A hand-to-hand combatant will be able to aim attacks at the joints and other unprotected areas with relative ease, as long as they can get close enough to do so.
Variables
The combat triangle is at the centre of player-killing and, indeed, combat throughout RuneScape, but this is not to say that its simple balance is always present and correct. As you would expect, many variables affect these fundamentals and tip the balance in favour of you or your opponent.
Armour
When wandering into player-vs-player (PVP) areas, you will find that your opponents – particularly those with high combat levels or extensive RuneScape experience – will have a costume change midway through a fight. This is not to impress you: this is an alternative set of armour or weapons to disorientate your attack or to take advantage of your weaknesses, and is usually a complete shift to another corner of the combat triangle.
Weapons
Player-killers will often take two weapons to maximise the damage to an opponent’s (i.e. your) life points. Melee fighters in particular will take a strong weapon and a poisoned weapon, so as to drain life points while inflicting melee damage.
Jewellery
Amulets, rings and other forms of jewellery often give small bonuses to Attack and Defence stats. These are generally minor, though some can have special properties: the ring of recoil’s ability to deal damage back to the opponent, for example.
Statistics
It is possible that an opponent will be ‘pure’ in a set skill. This means that he or she has worked on particular skills. By focusing on one element the adventurer will appear low-level, but will be able to inflict a large amount of life point damage. Conversely, they will often have a low Defence and will take a battering if you manage to inflict any damage.
Potions
Once taken, a potion will not affect a player’s combat level, but can boost offensive and defensive capabilities, amongst other status changes.
If you are a non-member, you can still obtain normal strength potions, which will help you gain the upper hand in a fight.
Prayers
Gifts from the gods of Runescape, prayers and prayer points are invaluable to a prolonged life in PVP combat. All prayer points should be fully recharged at the various altars before even considering an evening of pk-ing.
Foods
It is best to head to PVP activities with something more than a few cooked shrimp. Provisions will restore valuable in-battle life points and help bring you back up to strength afterwards. It is advised to stock up with those food items that restore a large number of life points in one sitting – the larger fishes like sharks or manta rays, for example.
None of you knew Ichabod like he wanted you to, and he won’t be liking how you remember him, neither. He always felt like he had a big old keg of greatness in him, that boy, and nothing we could do would shake it out of him. Boy got the notion that he was born to kill, running round town with a pot on his head and stabbing rats. Tried to get him into farming like his Pappy, of course, but the boy never learned.

Then he got into visitin’ the edge of the Wilderness. Cursed if I would let a Russ start into killing, so I started taking away his allowance. He’d mumble some nonsense about the combat triangle, that he’d beat it, and the rest you all know. Walked into Varrock market square. Said he would prove his theory, and pulled on a mage outfit he’d made out of sacks. Wild-eyed look on his face, the boy sprinted into the Wilderness. Went as fast as I could after the boy, but I couldn’t get in to grab him. Boy didn’t last the morning.
So now you’re here in the ground, Ichabod, you fool. Maybe that’ll learn you.
Pappy Russ, eulogy for Ichabod Russ’s funeral

Combat Levels
The very first thing you need to know about combat is what a combat level is and what you can do with it.

The combat level depends on the combat skills of a player or NPC. Generally, the higher the combat level, the more skilled the player or NPC is in combat.

Right-click combat options

An important thing to note is that combat level is based upon the armour and weapons that an NPC has, natural or equipped. For example, a black dragon has a higher combat level not only due to its natural Strength, but also because of its natural armour (dragonhide) and weapons (claws and fire breath).

When you hover your mouse cursor over an NPC or player, that person’s (or NPC’s) combat level will be displayed.

Combat levels in green mean that you have a higher combat level. Combat levels displayed in red mean you have a lower combat level. If the colour is displayed in yellow, it means the player has a similar combat level to you, or the NPC is within your combat level range.

Your own combat level is calculated from your statistics, using either melee (Attack and Strength), Magic or Ranged, along with Defence, Constitution, Prayer and Summoning. Summoning is only included in this in certain circumstances, however:

  • If you have a familiar out, a Summoning pouch in your inventory, or you have recently dropped a Summoning pouch, your combat level will include Summoning.
  • If you do not have a familiar out and have no pouches in your inventory, it will show your normal combat level with the extra Summoning levels indicated by a plus sign. For example, 50+5 if your combat level is 50 not including Summoning and 55 if Summoning is included.
  • If you are in the Wilderness, your normal combat level will be displayed, with the extra Summoning levels indicated by a plus sign, as mentioned above. This is so that other players can be warned about a potential increase in combat level if you begin to summon familiars. Summoning levels are not factored into any calculations related to who you can or cannot attack in the Wilderness.

Combat Areas

There are two forms of combat area found throughout the land of RuneScape – single and multicombat areas.

A single combat area restricts players so that any player can only fight a single target at any time. Similarly, any target can only be attacked by one player at a time.

Multicombat areas are identified upon entering by two crossed swords appearing in the bottom right hand corner of your screen. Anywhere else is classed as a single combat area. Multicombat areas are especially dangerous in the Wilderness as more than one opponent can attack you at a time, and there is no shortage of them – players and monsters alike. This could be beneficial to a player because, by fighting as a team, you will decrease your chances of dying and will increase your chances of defeating stronger opponents.

Life Points

Life points are your health! They are represented by the bar above your head during combat.

The green area on your life bar shows your remaining health, whereas the red shows how much health you have lost. If you want or need a more accurate view of your health, look at the life points globe next to your mini-map. This will display the number of life points remaining from your total; for example, 180/450.

Always keep an eye on this and make sure that your life points do not reach 0, or you will die! To avoid death, you will need to heal during a fight to restore your life points. For this you will need food. To see what food is ‘best’ and what heals the most, see the Cooking guide.

When fighting an opponent, you are likely to become damaged and lose health. The health you lose is displayed on red ‘hitsplats’ rising from your character. These hitsplats are also used to display the damage that you are doing to your opponent (these will rise from your opponent, as shown in the image to the right). You can view the type of damage that is being dealt (melee, ranged, magic and more) by looking at the icon next to the number. A ‘cross’ icon indicates a miss, with no damage dealt.

If you find you are losing a battle, then you can run away by clicking on the ground. If you do retreat it’s best to keep moving, as monsters will pursue you and carry on attacking. If you run far enough away, monsters will eventually give up the chase.

Death

If you are unfortunate, or do not take any health supplies, you may die as a result of combat. If this happens, you will appear in Limbo and will be able to choose your respawn point. This point will always include Lumbridge, but you may find that your ‘hub’ – the last city you passed through – is included on this list, and a number of respawn points that you have unlocked via quests.

If you die normally (without a skull over your head), you will be able to choose three items you can keep on death in Limbo. These are set by default to the most valuable items according to the Grand Exchange guide price, but can be changed while you are in Limbo. If you are using the Protect Item prayer or curse at the time of your death, you will retain four items. You may also be holding a number of items that are kept automatically; this is because they are quest items, or are useful but common items that would be awkward to retrieve if you lost them. Coins are protected in this way.

If you have any doubts as to what you will keep when you die, simply click the ‘Items Kept on Death’ button on your worn interface.
If you were ‘skulled’, you will retain none of your equipped or carried items. This will happen if you die in the Abyss, or if you die in the Wilderness having initiated an attack on someone who has not attacked you recently.

The only exception to this is if you are using the Protect Item prayer. This prayer (if activated near the time of death and you have enough Prayer points to make it last until your death) will allow you to keep one more item than usual. You cannot use the Protect Item prayer or curse on a High-risk Wilderness World.

NOTE: The value of an item is dependent upon the guide price on the Grand Exchange. To get an indication of these prices, you can use the price checker button in your worn inventory interface.

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